具体见
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! a8 u. E0 \$ q# {http://www.matrixgames.com/forums/tm.asp?m=3185062
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/ ]# x( v) Q1 l5 i" n7 {) g已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:: b8 n) G% Z2 n* d$ [
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Change History:2 l: a4 Y1 w1 E+ Y+ j6 H! r
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
, ~& {3 o4 Y" K% G4 z1. Seventh Update – This release is a comprehensive release updating all previous
. \0 ^6 [5 M4 {$ Q0 `versions to v1.01.17 beta6 a3 [+ I* L G4 B1 R+ }
2. Code Changes
. T- v& ^: i$ U- ~& OFixed5 B8 n& \* F2 l( P) Y8 A
1. Display of AF/Port icon between player saves based on player's intel
2 G* Y- Z3 a9 p3 _5 \2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
: M5 z; L6 E8 B7 n" S9 J( ^" Sweapon list updated( a' B) |5 b* x; ?$ H1 Y1 R
3. Reported cargo/troop safety values incorrect when no cargo/troop space
- t0 h0 S" R I9 Z6 r- o h8 p- Z2 i4. Allow smaller 'reserve' space for small groups on ships7 J% _1 `" B& ]' ?: o) N3 N% Q' T& f
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
) A1 Z6 l7 ?4 H/ R7 v6. Correct attacking plane count before final post-air combat, V g+ k3 y4 |1 t; V
7. Pilot promotion may have occured in error sometimes
! {' e4 n' d/ H9 Y2 d1 J8. Raid detect message sometimes dropped of the combat report
8 v# k9 T3 V. u" P- h3 }: @- {) ?9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
1 q# u9 ]& |. Z. H, G, ] Ygenerally
0 Y. ], g& y0 z1 U8 R+ L9 {/ }10. Some pilot-leader connections were being corrupted
$ X" O1 r, m; S( ?11. Movement bug with following units due to incorrect move indicator. Seems to fix a few6 Q% ^7 }, z* I! j7 c" A2 p! G# u
other move issues due to the incorrect indicator4 F/ p5 Q' S3 L
12. Wrong ship sometimes reported in Ops report for TF movement which causes some% T( I0 v$ }$ Q) u
damage) J* R+ ~0 N2 |& l9 |7 h9 c
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool9 r4 _0 F4 {' A, {% x/ |9 ~
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
2 Q9 X; c& C1 Y, t/ S5 I* }date sort" r* o+ k6 v4 [7 w$ f
15. ASW groups not allowed to attack sometimes
* H E9 S4 C0 U16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing* [. e! s7 G8 i4 B2 T" x
HQ/LCU to jump to reinforcement queue6 e2 t8 ~" c3 {. d" \& H; y
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
4 L( e2 ` d' u! t/ P& L2 W. {18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
3 F: K$ V3 `1 Wat start of AE but crept back in sometime during updates" z# v8 \+ {! T3 v
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
" J0 h1 ~6 Q# ]+ H' {fragment.
* I. h1 [: E0 `7 P. a, I, b20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade- r; Y& Q; h$ l0 [; F% _- W
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not6 i/ o# G: q% x* Z. K" p0 E& M2 B& L; [
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full# e, q$ h0 _# I. C4 U- O' I, h7 J- I
set0 T( i' l8 f& M6 g* }
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base$ |) B2 z7 _# u9 t
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
& v* x, A( k& ^ [0 m) ~5 C9 I24. Bug caused F/FB to sometimes bomb at low altitude1 @: P# M* H7 b) |6 D2 h
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
0 F, b( h- X3 M0 Y' qoccurring properly.; |4 r( h3 x9 }; o, P: i6 {2 g, D P
26. Bug in Industry 'failed' indication not showing properly sometimes
6 W9 h# s" _9 R- N' \4 D27. Location check at scenario load to include small map sceanrios
' i1 A/ A! B+ |+ b- |, ?7 H28. Bug in air supply to fragments in a non-friendly base hex$ v$ s+ v% q# |" y
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was0 ~+ ~3 C8 M+ T6 A" k
being set to homebase before execution of the mission – ie was returning to base
' `( I% ]# }" cimmediately; l2 ?: U! z1 u y
30. Error in Strategic map display
1 H) a, E% r2 h( ]5 {31. Additional and stockpile options were not turned off when base was captured) o3 q- R- ?; [. |( D
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on8 E4 |; ^. z. e U+ `
mouse over+ h N9 e# I1 b7 F. e& x& O
33. Army experience being gained when not 100% prepared as per manual; changed to allow
' ~( N: R! B% Q9 I k/ Fchance to gain experience if >75% prepare and < 50% national exp level
i( z' E' Q9 O" q: Q34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
$ f6 h. }/ l0 [9 Malleviate the incorrect experience gaining happening while in reinforcement queue! B- D) `5 V; j+ d" e' X0 \. W6 M
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –2 r4 `/ m$ u# T3 t
caused unit to jump “off-rail” and move overland2 A- W/ T6 ]9 c3 o+ @
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ3 l3 l2 W% i6 Z* L9 i# n) Q/ o' W: g2 Q
37. Excessive accident messages on unload from TF reported
# K$ ~# W8 ?+ X* } t+ o38. Reworked editor sub-unit merging as some devices could drop off the unit list when4 u6 U8 l5 m/ i: W2 F
merged causing smaller size unit than expected! S! k4 } Y( ` x
39. Corrected possible TOE error in scenario data load for inactive units
: ]! y5 M' z" t. I40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
% n) a/ _# P3 q( M% H! v% p2 Uhowever be allowed to do this.
: Y: M. Q# h5 v- l& A6 o1 L! e41. Possible CTD if sinking ship's load was a group
: m7 f8 D% N4 A5 o4 \- B42. Limit the number of devices built from resources per unit during LCU replacements; this
$ J: v% l9 G/ s* a6 mwas causing an over production for that turn* D* U& P( ^( w5 N# U
43. Retain day/night setting when creating group fragments: M$ F4 k6 G# L* @1 }) q
44. Adjusted supply and fuel values in base list not to overrun the space
& s: W" y3 I! B5 Q" x6 }45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but; ]" J9 V8 ?2 z. l4 H0 k5 N
added YMS to Sweep TF in line with manual and code1 n, _2 P% u% G- F+ \( T& |
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the& l! }- x' Z5 Z+ ?" _. l. Q3 u
rule relates to the abundance of manpower and is not covered by replacement pool. Normal7 P- t& K+ c& ~. j) m$ S
rebuilding of destroyed units is not affected by this.) v4 G/ G- k* F( ?8 y
47. Carrier capable and trained text not showing together on Group screen i! y9 `1 h2 D
48. Handle any blank re-name changes by ignoring them
/ g3 B% w0 R* m49. Possible CTD when air fragments combine
0 E3 a! U/ X, |) S50. Unloading TF can freeze a LCU onto a ship under some conditions
! d% R5 F8 M# d. ]" R51. AI not behaving if main HQs missing (affects small map mainly)
7 o" @- p1 p0 G* g% R52. AI using AGC for normal land units – removed from TF if not needed
" y+ V" j' [5 W53. Soviet activation message not in Ops report7 G+ R8 Y6 m" n, K [0 a
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
) V( Q$ O2 ~& [; {55. Clear Soviet air balance if not activated. Possible incorrect base switching
. y9 O# a+ {1 O5 }56. Sub attack against docked TF not happening for port size <3# d b3 j" ]8 l# K b8 |
57. Unit type changing unexpectantly
! ^9 S) E* Y, n1 B( V% t58. Torpedo replacement on plane sometimes is missed' |& ~2 t4 x6 A: w% B
59. Double handling of overstacked supply requirements
3 U3 d' i: |$ |" `60. Fixed alternate weapons for port attacks3 e7 ]' V! p% ^9 G- |
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
8 o0 i$ \0 v5 q7 q/ A0 Isometimer in the ship repair cycle.9 P+ B- p0 R$ `/ C, ]- I0 Z- `
62. Ship tonnage over 32K could cause repairs to fail( v) ?. C# L: B, B, y
New8 C# C% [/ ]7 L3 g: b A2 U4 b
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
- r9 U; G7 x/ j4 ? G' ?port
" j( ?% \8 E8 X7 f8 L6 M* X2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
0 Y* w1 I' @7 K: {: l% o( V* PTenders not counted
+ i/ b v* p3 p. k3. When showing mine device on ship, show '!' next to mine ammo if can reload at base$ Y& w9 @6 N$ r4 h( l- @0 @# r
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
" a& R/ Q/ k" a; U# ^: ~, eto remove damaged ships from TF6 g$ \ g0 A; k
5. New filter for “non-building” devices in Industry pool screen
4 ^* \- f1 r5 I# m! U" e) t+ o6. New filter for “non-building” aircraft in Air Replacement pool screen* _" ]( u7 d3 @ X+ ?, Q% c2 g
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy8 @* W2 `/ X; T, e/ [ Z( s
mines (^) detected' E4 `1 X" z3 v/ N1 `% e! ^, h
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the4 B! k3 O5 @0 m. X; `
‘button6..’ image files, then these will be shown. If not, by default there are shown as
: Y- }5 S4 X4 k! ?standard parachute unit icons
- H# u$ _2 a: p5 W3 @2 A: Y+ y1 d9. Air/port damage and building is shown in base mouse over+ I) k* A. M5 Z3 f
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on; p) c4 u" c# A8 k
11. TF can be routed to stay within coastal hexes as much as possible9 `: z+ ^1 p: D& r' C
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
c; H6 C h$ k! H0 f13. Added option on group and LCU reinforcement screen to turn off replacements
) v3 n9 H. a8 v14. Current base can get supply returned to it when reserve planes returned which were1 B. [0 r/ X1 x; x, i
originally supplied from another base W0 W- d* b1 g5 _
15. Unit type filter on Troop Loading screen
8 h2 R: v8 b+ I$ A# T) j16. Report killed ground units if not in combat report
8 K. y/ W. _* c4 J3 dChanged) W. J5 b; \& K) t
1. AF of 8+ have AV support doubled for purposes of determing support for air operations2 W8 r2 ?0 _! H
(complements fix 18 above), L! D, v6 v$ d. O
2. Permanently increased pilot array to 70K
3 L* y1 u. @: y6 g4 v: e3. Increased number of air combat rounds are a factor of total aircraft involved& p+ o- l5 a+ P: w
4. Allowed submap to submap movement if land connected for land units. Should have been
. W- v p8 E& S& H# iso as per Andrew Brown& z1 t# T+ h+ h; q/ Q5 N! S
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
# e/ _' g6 u* h8 a6 \7 a; d" w/ ~delay toggle instead/ a. f; K* d* ]; m& [# X% ]0 ^4 G
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the+ s* A3 J' v" `# u& ]
maintenace a bit more) b, \ T4 x& b) X
7. Support device replacements won't decrease the overall experience of LCU units. This does
! i- Q0 @+ _' g9 B# }not alter the overall EXP change due when any replacements are received.
0 E) A. R6 ?% z3 J( A% W$ F& p8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction$ o6 ~* w3 ^! h- i) d: \- Z- d
between the two but could break current games.
$ O; k" E$ L% _& V0 t" I* C9. Some LCU Prep points may be retained if unit is experienced8 X8 d( j+ j7 u. Y
Notes# X% ]- a/ I7 }2 g. U7 L8 U% J
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
& w! [( ]% W) j9 c/ E3 |should not change player or HQ, even if not in play. These original HQs are used by the AI
d+ Z) c' I3 ?# A! n; k7 g- b4 kroutines so changing or deleting them can put the AI off. Changing other elements should$ b# y. ~# G" |9 v% S% u
be okay.
8 `6 u, C- c3 L! N6 H2. Clarification to weapon filters for aircraft:
. e8 i% V! {( H) {/ aPM_NAVAL_ATTACK 2 // used for naval attacks5 O$ N; Z) _8 G' W* d
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
/ Y, ^! q3 k! R5 j- n5 MPM_LAND_ATTACK 8 // used for land (ground) attack) T) g' H# I$ x5 N" c z5 `9 j& e9 |
PM_PORT_ATTACK 16 // used for port attack j. k( |* w/ v& \
PM_AF_ATTACK 32 // used for AF attack
; j9 a* E1 ~% J# Y3 C- EDropped any reference to secondary values for land and AF as they served no special use.) D, f8 G: [3 [: U% m- a( g
Clarification changes- e( ^: K0 s! ~; A+ r* I
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
* Y4 V- h- e1 S! Sbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
3 G5 a; z1 v( V" R4 tMONGOLIA(91) or TANNU_TUVA(92).
# {) g# S X. a* sa. Allied non-Soviet groups can't transfer to Soviet Motherland bases5 a9 a1 }% J* {# l0 z* Z3 Y5 O
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
; Z1 K" z) J$ z' }) [/ _c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases) Q3 B5 Q' r9 y1 ]- B, A/ o
after Soviets are activated, but can’t move G: d8 a& x- x, J
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
1 P* B0 T7 p& E, odisbanded in port.
7 Z$ v% `3 A# u5 he. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently# A2 }, a$ o% h. o# ]: g. }
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |